9th

PFS StandardHarm  [one-action] to [three-actions] Spell 1

Manipulate Void 
Source Player Core pg. 334
Range varies; Targets 1 living creature or 1 willing undead creature
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

PFS StandardInvoke Spirits  [two-actions] Spell 5

Concentrate Emotion Fear Manipulate Mental Void 
Source Player Core pg. 340
Range 120 feet; Area 10-foot burst
Defense Will; Duration sustained up to 1 minute
Ragged apparitions of the dead rise to stalk the living. They deal 2d4 mental damage and 2d4 void damage to each living creature in the area, with a basic Will save. Additionally, creatures that critically fail the save are frightened 2 and are fleeing for 1 round.

On subsequent rounds, the first time you Sustain the spell each round, you can move the area up to 30 feet within the range of the spell. Living creatures in the new area must attempt saves with the same effects as above, except that critically failing doesn't make them flee.
Heightened (+2) The mental damage and void damage each increase by 1d4.

PFS StandardRaise Dead Spell 6

Uncommon Concentrate Healing Manipulate 
Source Player Core pg. 352
PFS Note All Pathfinder agents have access this spell

Cast 10 minutes; Cost gemstones worth a total value of the target’s level (minimum 1) × 200 gp
Range 10 feet; Targets 1 dead creature of 13th level or lower
You attempt to call forth the dead creature's soul, requiring the creature's body to be present and relatively intact. The creature must have died within the past 3 days. If Pharasma has decided that the creature's time has come (at the GM's discretion), or if the creature doesn't wish to return to life, this spell automatically fails, but the cost isn't consumed in the casting.

If the spell is successful, the creature returns to life with 1 Hit Point, no spells prepared or spell slots available, no points in any pools or any other daily resources, and still with any long-term debilitations of the old body. The time spent in the Boneyard leaves the target temporarily debilitated, making it clumsy 2, drained 2, and enfeebled 2 for 1 week; these conditions can't be removed or reduced by any means until the week has passed. The creature is also permanently changed by its time in the afterlife, such as a slight personality shift, a streak of white in the hair, or a strange new birthmark.
Heightened (7th) The maximum level of the target increases to 15. The cost increases to the target's level (minimum 1) × 400 gp.
Heightened (8th) The maximum level of the target increases to 17. The cost increases to the target's level (minimum 1) × 800 gp.
Heightened (9th) The maximum level of the target increases to 19. The cost increases to the target's level (minimum 1) × 1,600 gp.
Heightened (10th) The maximum level of the target increases to 21. The cost increases to the target's level (minimum 1) × 3,200 gp.

PFS StandardSummon Undead  [three-actions] Spell 1

Concentrate Manipulate Summon 
Source Player Core pg. 361
Range 30 feet
Duration sustained up to 1 minute
You summon a creature that has the undead trait and whose level is –1 to fight for you.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.


4th

PFS StandardTalking Corpse Spell 4

Uncommon Concentrate Manipulate 
Source Player Core pg. 362
Cast 10 minutes
Range touch; Targets 1 corpse
Defense Will; Duration 10 minutes
You grant the target corpse a semblance of life, which it uses to speak the answers to three questions posed to it. This spell calls on the physical body's latent memories rather than summoning back the deceased's spirit, so the corpse must be mostly intact for the spell to function. The more damage the corpse has taken, the more inaccurate or patchwork its answers are, and it must have a throat and mouth to speak at all. If anyone has previously cast this spell on the corpse in the last week, the spell automatically fails. The corpse can attempt a Will save to resist answering the questions using the statistics of the original creature at its time of death, with the following effects.

Critical Success The target can lie or refuse to answer, and the target's spirit haunts you for 24 hours, bothering you and causing you to be unable to gain any rest for that time.
Success The target can provide false information or refuse to answer your questions.
Failure The target must answer truthfully, but its answers can be brief, cryptic, and repetitive. It can still mislead you or attempt to stall so that the spell's duration runs out before you can ask all your questions.
Critical Failure As failure, but the target's answers are more direct and less repetitive, though still cryptic. It takes a –2 status penalty to Deception checks to deceive or mislead you.

Cantrips

PFS StandardGuidance  [one-action] Cantrip 1

Cantrip Concentrate 
Source Player Core pg. 334
Range 30 feet; Targets 1 creature
Duration until the start of your next turn
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

PFS StandardStabilize  [two-actions] Cantrip 1

Cantrip Concentrate Healing Manipulate Vitality 
Source Player Core pg. 359
Range 30 feet; Targets 1 dying creature
Life energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

PFS StandardVoid Warp  [two-actions] Cantrip 1

Cantrip Concentrate Manipulate Void 
Source Player Core pg. 366
Range 30 feet; Targets 1 living creature
Defense basic Fortitude
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
Heightened (+1) The damage increases by 1d4.